Special AbilitiesCortosis Gauntlet 19 (Whenever this character rolls 19 or better on a save when using Lightsaber Block against an enemy with a lightsaber, that enemy gets -20 Damage for the rest of the skirmish)Melee Attack (Can attack only adjacent enemies)Double Attack (On his turn, this character can make 1 extra attack instead of moving)Synergy (+4 Attack while an allied Imperial Knight is within 6 squares)

Force PowersForce 2Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)

User Comments(Ruhk): On their own these guys don't seem to be worth much. Always run these guys in multiples, and paired with some solid commanders (like Thrawn or Darth Vader, COTS) they can be a force to reckon with. Don't miss out on the psychological effect that Cortosis Gauntlet can have either.

Special AbilitiesCortosis Gauntlet 19 (Whenever this character rolls 19 or better on a save when using Lightsaber Block against an enemy with a lightsaber, that enemy gets -20 Damage for the rest of the skirmish)Melee Attack (Can attack only adjacent enemies)Double Attack (On his turn, this character can make 1 extra attack instead of moving)Synergy (+4 Attack while an allied Imperial Knight is within 6 squares)

Force PowersForce 2Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)

User Comments(Ruhk): On their own these guys don't seem to be worth much. Always run these guys in multiples, and paired with some solid commanders (like Thrawn or Darth Vader, COTS) they can be a force to reckon with. Don't miss out on the psychological effect that Cortosis Gauntlet can have either.

User Comments(Ruhk): The long awaited Imperial Pilot.. It's stats are pretty underwhelming. Run these fellas as support for your TIE Crawlers or AT-STs. They can even hang out with Jagged Fel for some extra attack boost.

Special AbilitiesCunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)It's a Trap (Enemies with Stealth within 6 squares lose Stealth)

Special AbilitiesUniqueMelee Attack (Can attack only adjacent enemies)Double Attack (On her turn, this character can make 1 extra attack instead of moving)

Force PowersForce 2Force Renewal 1 (This character gets 1 Force point each time she activates)Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)

Special AbilitiesUniqueRecon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)Stealth (If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Commander EffectCharacters in your squad (including this character) get +10 Damage against enemies with Stealth.Characters in your squad with Stealth (including this character) and who have cover cannot be targeted by nonadjacent enemies.

Special AbilitiesCunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Double Attack (On his turn, this character can make 1 extra attack instead of moving)Melee Attack (Can attack only adjacent enemies)Poison +10 (+10 Damage to living enemy; save 11)Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Special AbilitiesCareful Shot +4 (On this character's turn, if he doesn't move, he gets +4 Attack)Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Special AbilitiesEvade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)It's a Trap (Enemies with Stealth within 6 squares lose Stealth)Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Special AbilitiesDoor Gimmick (At the end of his turn, this character can designate 1 door that he can see as open; it remains open until the end of this character's next turn, or until he is defeated)Flanking Support (If this character combines fire against an enemy within 6 squares and the attack hits, that enemy has -4 Defense until the end of the round against allies that do not have Mounted Weapon.)Spotter +20 (If this character combines fire against a target within 6 squares, the attacker gets +20 Damage against that target)Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Special AbilitiesUniqueAccurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Disruptive (Suppresses enemy commander effects within 6 squares)Double Attack (On his turn, this character can make 1 extra attack instead of moving)Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement)Never Tell Me The Odds (Suppresses enemy special abilities that modify initiative)

Special AbilitiesUniqueDisruptive (Suppresses enemy commander effects within 6 squares)Grenades 40 (Replaces attacks: range 6; 40 damage to target and to each character adjacent to that target; save 11)Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)Melee Attack (Can attack only adjacent enemies)Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)

User Comments(Ruhk): Kyle, JBM... aka Kyle the apology. This mini is an awesome force for destruction. Triple, duelist and riposte keep other beatsticks at bay and lightning and grip help him to be a ranged threat. Disruptive nerfs a lot of squad builds. He's a little weak when faced off against shooters, but careful positioning and his beefy 140 hps should help in that regards.

Special AbilitiesUniqueMelee Attack (Can attack only adjacent enemies)Double Attack (On her turn, this character can make 1 extra attack instead of moving)

Force PowersForce 2Force Renewal 1 (This character gets 1 Force point each time she activates)Battle Meditation (Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Allies who combine fire grant an additional +2 Attack, and enemy characters cannot combine fire)Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)

User Comments(Ruhk): A sub-par figure in my opinion. Her stats are too low to be a beatstick, she's not a very good commander, and doesn't have enough tricks to warrant being a support for another beat. Valor would have made her much more worthwhile.

Special AbilitiesUniqueLight Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)

User Comments(Ruhk): Light Spirit for the NR, always a good thing and with Speed 4 ghost luke can keep up with the beats. A lot of the NR without renewal can befit from Luke, as well as the fringe, such as Cade. Mara and a BBSV + Luke is a good combo too. Corran Horn able to use Absorb Energy more than once is always fun.

Special AbilitiesUniqueCunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Melee Attack (Can attack only adjacent enemies)Double Attack (On her turn, this character can make 1 extra attack instead of moving)Mettle (If this character spends 1 Force point to reroll, add +4 to the result)Stealth (If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Force PowersForce 1Force Renewal 1 (This character gets 1 Force point each time she activates)Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)

User Comments(Ruhk): An interesting variation from Mara Jade, Jedi. A few more points for slightly boosted stats, different force powers, double instead of twin and mettle. I find that MJ, J is a better bang for the buck, thought MJS is still a decent piece, 60 damage possible a round, and good survivability.

Shado VaoFaction: New RepublicCost: 48Set(s): Legacy of the Force (38/60)

Hit Points: 100Defense: 22Attack: +13Damage: 20

Special AbilitiesUniqueMelee Attack (Can attack only adjacent enemies)Double Attack (On his turn, this character can make 1 extra attack instead of moving)Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement)

Force PowersForce 2Force Renewal 1 (This character gets 1 Force point each time he activates)Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)Master of the Force 2 (May spend Force points up to 2 times in a single turn)

User Comments(Ruhk): A very good beatstick for the NR. Sometimes referred to as the JWM on steroids. GMA means he can move up to 6 and still get a double off. Block and Riposte + MOTF2 means that he can take no damage from a melee attack and then hit the attacker back, talk about a raw deal. His 22 def means that only the most determined or lucky enemies will be able to damage him. With MotF 2 he can precision twice for a possible 60 damage, or even move up to 10 squares and get off his double. A fun trick with Shado is to move less than 5 squares up to an enemy beat, double and then move away. On the Aoo he can Block+Riposte, effectively giving him triple attack and be un-based. Very Nice.

Wolf SazenFaction: New RepublicCost: 39Set(s): Legacy of the Force (39/60)

Hit Points: 100Defense: 21Attack: +10Damage: 20

Special AbilitiesUniqueMelee Attack (Can attack only adjacent enemies)Double Attack (On his turn, this character can make 1 extra attack instead of moving)Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)

Force PowersForce 4Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)Surprise Move (Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates)

User Comments(Ruhk): Wolf, the one-armed bandit. An unusual piece, surprise move and opportunist are counter-intuitive, and he's a little lacking in the defense department. He works well with another character who'll JMT an enemy for him after he's SM-ed into base.

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